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<main>
<article id="content">
<header>
<h1 class="title">Module <code>py3dtilers.Texture</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">from .texture import Texture
from .atlas_rectangle import Rectangle
from .atlas_node import Node
from .atlas import Atlas

__all__ = [&#39;Rectangle&#39;,
           &#39;Node&#39;,
           &#39;Atlas&#39;,
           &#39;Texture&#39;]</code></pre>
</details>
</section>
<section>
<h2 class="section-title" id="header-submodules">Sub-modules</h2>
<dl>
<dt><code class="name"><a title="py3dtilers.Texture.atlas" href="atlas.html">py3dtilers.Texture.atlas</a></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt><code class="name"><a title="py3dtilers.Texture.atlas_node" href="atlas_node.html">py3dtilers.Texture.atlas_node</a></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt><code class="name"><a title="py3dtilers.Texture.atlas_rectangle" href="atlas_rectangle.html">py3dtilers.Texture.atlas_rectangle</a></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt><code class="name"><a title="py3dtilers.Texture.texture" href="texture.html">py3dtilers.Texture.texture</a></code></dt>
<dd>
<div class="desc"></div>
</dd>
</dl>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="py3dtilers.Texture.Atlas"><code class="flex name class">
<span>class <span class="ident">Atlas</span></span>
<span>(</span><span>feature_list)</span>
</code></dt>
<dd>
<div class="desc"><p>An Atlas contains the texture images of a tile.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Atlas():
    &#34;&#34;&#34;
    An Atlas contains the texture images of a tile.
    &#34;&#34;&#34;

    def __init__(self, feature_list):
        objects_with_id_key = dict()
        textures_with_id_key = dict()

        textures = feature_list.get_textures()
        for feature in feature_list:
            objects_with_id_key[feature.get_id()] = feature.geom
            textures_with_id_key[feature.get_id()] = textures[feature.get_id()]

        # Sort textures by size, starting by the biggest one
        textures_sorted = sorted(textures_with_id_key.items(),
                                 key=lambda t: self.computeArea(t[1].size), reverse=True)

        atlasTree = self.computeAtlasTree(textures_sorted)

        self.tile_number = atlasTree.get_tile_number()

        self.id = atlasTree.createAtlasImage(objects_with_id_key, self.tile_number)

    def computeArea(self, size):
        &#34;&#34;&#34;
        :param size : an array with a width and a height of a texture
        :rtype float: the area of the texture
        &#34;&#34;&#34;
        width, height = size
        return width * height

    def multipleOf2(self, nb):
        &#34;&#34;&#34;
        :param nb: a number
        :rtype float: The first multiple of 2 greater than the number
        &#34;&#34;&#34;
        i = 1
        while i &lt; nb:
            i *= 2
        return i

    def computeAtlasTree(self, textures_sorted):
        &#34;&#34;&#34;
        :param textures_sorted:  A dictionnary, with building_id as key,
                            and pillow image as value.
        :rtype node: the root node of the atlas tree
        &#34;&#34;&#34;
        surfaceAtlas = 0
        for key, image in textures_sorted:
            # Add the surface of the current texture to the atlas one
            surfaceAtlas += self.computeArea(image.size)

        # We estimate the size of the atlas to be around the nearest power of 2
        # of the squareroot of all surfaces combined. There will be cases
        # where this does not work, since this creates a square.
        sizeOfAtlas = self.multipleOf2(np.sqrt(surfaceAtlas))

        rect = Rectangle(0, 0, (sizeOfAtlas // 2) + 1, (sizeOfAtlas // 2) + 1)
        node_root = None
        it = 0
        while node_root is None:
            node_root = Node(rect)
            axis = it % 2
            axisX = 1 - axis
            axisY = 1 - (1 - axis)
            for key, image in textures_sorted:
                node_root = node_root.insert(image, key)
                if node_root is None:
                    # If the node_root is None, this means that the estimation
                    # of the size of the atlas is wrong and must be enlarged
                    rect = Rectangle(
                        0,
                        0,
                        int(rect.get_width() + rect.get_width() * 0.5 * axisX),
                        int(rect.get_height() + rect.get_height() * 0.5 * axisY)
                    )
                    it += 1
                    break
        node_root.set_tile_number()
        return node_root</code></pre>
</details>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Texture.Atlas.computeArea"><code class="name flex">
<span>def <span class="ident">computeArea</span></span>(<span>self, size)</span>
</code></dt>
<dd>
<div class="desc"><p>:param size : an array with a width and a height of a texture
:rtype float: the area of the texture</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def computeArea(self, size):
    &#34;&#34;&#34;
    :param size : an array with a width and a height of a texture
    :rtype float: the area of the texture
    &#34;&#34;&#34;
    width, height = size
    return width * height</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Atlas.computeAtlasTree"><code class="name flex">
<span>def <span class="ident">computeAtlasTree</span></span>(<span>self, textures_sorted)</span>
</code></dt>
<dd>
<div class="desc"><p>:param textures_sorted:
A dictionnary, with building_id as key,
and pillow image as value.
:rtype node: the root node of the atlas tree</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def computeAtlasTree(self, textures_sorted):
    &#34;&#34;&#34;
    :param textures_sorted:  A dictionnary, with building_id as key,
                        and pillow image as value.
    :rtype node: the root node of the atlas tree
    &#34;&#34;&#34;
    surfaceAtlas = 0
    for key, image in textures_sorted:
        # Add the surface of the current texture to the atlas one
        surfaceAtlas += self.computeArea(image.size)

    # We estimate the size of the atlas to be around the nearest power of 2
    # of the squareroot of all surfaces combined. There will be cases
    # where this does not work, since this creates a square.
    sizeOfAtlas = self.multipleOf2(np.sqrt(surfaceAtlas))

    rect = Rectangle(0, 0, (sizeOfAtlas // 2) + 1, (sizeOfAtlas // 2) + 1)
    node_root = None
    it = 0
    while node_root is None:
        node_root = Node(rect)
        axis = it % 2
        axisX = 1 - axis
        axisY = 1 - (1 - axis)
        for key, image in textures_sorted:
            node_root = node_root.insert(image, key)
            if node_root is None:
                # If the node_root is None, this means that the estimation
                # of the size of the atlas is wrong and must be enlarged
                rect = Rectangle(
                    0,
                    0,
                    int(rect.get_width() + rect.get_width() * 0.5 * axisX),
                    int(rect.get_height() + rect.get_height() * 0.5 * axisY)
                )
                it += 1
                break
    node_root.set_tile_number()
    return node_root</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Atlas.multipleOf2"><code class="name flex">
<span>def <span class="ident">multipleOf2</span></span>(<span>self, nb)</span>
</code></dt>
<dd>
<div class="desc"><p>:param nb: a number
:rtype float: The first multiple of 2 greater than the number</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def multipleOf2(self, nb):
    &#34;&#34;&#34;
    :param nb: a number
    :rtype float: The first multiple of 2 greater than the number
    &#34;&#34;&#34;
    i = 1
    while i &lt; nb:
        i *= 2
    return i</code></pre>
</details>
</dd>
</dl>
</dd>
<dt id="py3dtilers.Texture.Node"><code class="flex name class">
<span>class <span class="ident">Node</span></span>
<span>(</span><span>rect=None)</span>
</code></dt>
<dd>
<div class="desc"><p>The class that represents a node in the tree representing the Atlas.
It should be associate with at least a rectangle.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Node(object):
    &#34;&#34;&#34;
    The class that represents a node in the tree representing the Atlas.
    It should be associate with at least a rectangle.
    &#34;&#34;&#34;
    tile_number = 0

    def __init__(self, rect=None):
        self.rect = rect
        self.child = [None, None]
        self.image = None
        self.building_id = None
        self.node_number = 0

    def isLeaf(self):
        return (self.child[0] is None and self.child[1] is None)

    def set_tile_number(self):
        self.node_number = Node.tile_number
        Node.tile_number += 1

    def get_tile_number(self):
        return self.node_number

    def insert(self, img, building_id):
        &#34;&#34;&#34;
        :param img: A pillow image
        :param building_id: A building_id,
                        in order to be able to modify the UV later
        :rtype node: The tree by returning the calling node
                    when the image is insert in it. It is computed recursively.
        &#34;&#34;&#34;
        if not self.isLeaf():
            newNode = self.child[0].insert(img, building_id)

            if newNode is not None:
                self.child[0] = newNode
                return self
            else:
                newNode = self.child[1].insert(img, building_id)
                if newNode is not None:
                    self.child[1] = newNode
                    return self
                else:
                    return None
        else:
            # return None if the current Node already has an image
            if self.image is not None:
                return None

            # If the current image perfectly fits, we stop the insertion here
            # and add the current image to the current node
            if self.rect.perfect_fits(img):
                self.building_id = building_id
                self.image = img
                return self

            # If the current image does not fit in the current node, we can not
            # insert the image in further child nodes
            if not self.rect.fits(img):
                return None

            # If the current rectangle is bigger than the image, we then need to
            # create two child nodes, and insert the image in the first one
            self.child[0] = Node()
            self.child[1] = Node()

            width, height = img.size

            # Compute the difference in height and widht between the current
            # rectangle and image to insert in order to cut the current rectangle
            # either in vertical or horizontal and create two child nodes.
            dw = self.rect.get_width() - width
            dh = self.rect.get_height() - height

            if dw &gt;= dh:
                self.child[0].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top(),
                    self.rect.get_left() + width,
                    self.rect.get_bottom())
                self.child[1].rect = Rectangle(
                    self.rect.get_left() + width + 1,
                    self.rect.get_top(),
                    self.rect.get_right(),
                    self.rect.get_bottom())
            if dw &lt; dh:
                self.child[0].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top(),
                    self.rect.get_right(),
                    self.rect.get_top() + height)
                self.child[1].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top() + height + 1,
                    self.rect.get_right(),
                    self.rect.get_bottom())

            # The first child is created in a way that the image always can be
            # inserted in it.
            self.child[0].insert(img, building_id)
            return self

    def createAtlasImage(self, city_objects_with_gmlid_key, tile_number):
        &#34;&#34;&#34;
        :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                        from the database.
                        It is a dictionnary, with building_id as key,
                        and triangles as value. The triangles position must be
                        in triangles[0] and the UV must be in
                        triangles[1]
        :param tile_number: the tile number
        &#34;&#34;&#34;
        atlasImg = Image.new(
            &#39;RGB&#39;,
            (self.rect.get_width(), self.rect.get_height()),
            color=&#39;black&#39;)

        self.fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
        atlas_id = &#39;ATLAS_&#39; + str(tile_number) + Texture.format
        atlasImg.save(Path(Texture.folder, &#39;tiles&#39;, atlas_id), quality=Texture.quality, compress_level=Texture.compress_level)
        return atlas_id

    def fillAtlasImage(self, atlasImg, city_objects_with_gmlid_key):
        &#34;&#34;&#34;
        :param atlasImg: An empty pillow image that will be filled
                        with each textures in the tree
        :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                        from the database.
                        It is a dictionnary, with building_id as key,
                        and triangles as value. The triangles position must be
                        in triangles[0] and the UV must be in
                        triangles[1]
        &#34;&#34;&#34;
        if self.isLeaf():
            if self.image is not None:
                atlasImg.paste(
                    self.image,
                    (self.rect.get_left(), self.rect.get_top())
                )

                self.updateUv(
                    city_objects_with_gmlid_key[self.building_id].triangles[1],
                    self.image,
                    atlasImg)
        else:
            self.child[0].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
            self.child[1].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)

    def updateUv(self, uvs, oldTexture, newTexture):
        &#34;&#34;&#34;
        :param uvs : an UV array
        :param oldTexture : a pillow image, representing the old texture
                        associated to the uvs
        :param newTexture : a pillow image, representing the new texture
        &#34;&#34;&#34;
        oldWidth, oldHeight = (oldTexture.size)
        newWidth, newHeight = (newTexture.size)

        ratioWidth = oldWidth / newWidth
        ratioHeight = oldHeight / newHeight

        offsetWidth = (self.rect.get_left() / newWidth)
        offsetHeight = (self.rect.get_top() / newHeight)

        for i in range(0, len(uvs)):
            for y in range(0, 3):
                new_u = (uvs[i][y][0] * ratioWidth) + offsetWidth
                new_v = (uvs[i][y][1] * ratioHeight) + offsetHeight
                uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
<h3>Class variables</h3>
<dl>
<dt id="py3dtilers.Texture.Node.tile_number"><code class="name">var <span class="ident">tile_number</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
</dl>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Texture.Node.createAtlasImage"><code class="name flex">
<span>def <span class="ident">createAtlasImage</span></span>(<span>self, city_objects_with_gmlid_key, tile_number)</span>
</code></dt>
<dd>
<div class="desc"><p>:param city_objects_with_gmlid_key: the geometry of the tile retrieved
from the database.
It is a dictionnary, with building_id as key,
and triangles as value. The triangles position must be
in triangles[0] and the UV must be in
triangles[1]
:param tile_number: the tile number</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def createAtlasImage(self, city_objects_with_gmlid_key, tile_number):
    &#34;&#34;&#34;
    :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                    from the database.
                    It is a dictionnary, with building_id as key,
                    and triangles as value. The triangles position must be
                    in triangles[0] and the UV must be in
                    triangles[1]
    :param tile_number: the tile number
    &#34;&#34;&#34;
    atlasImg = Image.new(
        &#39;RGB&#39;,
        (self.rect.get_width(), self.rect.get_height()),
        color=&#39;black&#39;)

    self.fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
    atlas_id = &#39;ATLAS_&#39; + str(tile_number) + Texture.format
    atlasImg.save(Path(Texture.folder, &#39;tiles&#39;, atlas_id), quality=Texture.quality, compress_level=Texture.compress_level)
    return atlas_id</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Node.fillAtlasImage"><code class="name flex">
<span>def <span class="ident">fillAtlasImage</span></span>(<span>self, atlasImg, city_objects_with_gmlid_key)</span>
</code></dt>
<dd>
<div class="desc"><p>:param atlasImg: An empty pillow image that will be filled
with each textures in the tree
:param city_objects_with_gmlid_key: the geometry of the tile retrieved
from the database.
It is a dictionnary, with building_id as key,
and triangles as value. The triangles position must be
in triangles[0] and the UV must be in
triangles[1]</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def fillAtlasImage(self, atlasImg, city_objects_with_gmlid_key):
    &#34;&#34;&#34;
    :param atlasImg: An empty pillow image that will be filled
                    with each textures in the tree
    :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                    from the database.
                    It is a dictionnary, with building_id as key,
                    and triangles as value. The triangles position must be
                    in triangles[0] and the UV must be in
                    triangles[1]
    &#34;&#34;&#34;
    if self.isLeaf():
        if self.image is not None:
            atlasImg.paste(
                self.image,
                (self.rect.get_left(), self.rect.get_top())
            )

            self.updateUv(
                city_objects_with_gmlid_key[self.building_id].triangles[1],
                self.image,
                atlasImg)
    else:
        self.child[0].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
        self.child[1].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Node.get_tile_number"><code class="name flex">
<span>def <span class="ident">get_tile_number</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_tile_number(self):
    return self.node_number</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Node.insert"><code class="name flex">
<span>def <span class="ident">insert</span></span>(<span>self, img, building_id)</span>
</code></dt>
<dd>
<div class="desc"><p>:param img: A pillow image
:param building_id: A building_id,
in order to be able to modify the UV later
:rtype node: The tree by returning the calling node
when the image is insert in it. It is computed recursively.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def insert(self, img, building_id):
    &#34;&#34;&#34;
    :param img: A pillow image
    :param building_id: A building_id,
                    in order to be able to modify the UV later
    :rtype node: The tree by returning the calling node
                when the image is insert in it. It is computed recursively.
    &#34;&#34;&#34;
    if not self.isLeaf():
        newNode = self.child[0].insert(img, building_id)

        if newNode is not None:
            self.child[0] = newNode
            return self
        else:
            newNode = self.child[1].insert(img, building_id)
            if newNode is not None:
                self.child[1] = newNode
                return self
            else:
                return None
    else:
        # return None if the current Node already has an image
        if self.image is not None:
            return None

        # If the current image perfectly fits, we stop the insertion here
        # and add the current image to the current node
        if self.rect.perfect_fits(img):
            self.building_id = building_id
            self.image = img
            return self

        # If the current image does not fit in the current node, we can not
        # insert the image in further child nodes
        if not self.rect.fits(img):
            return None

        # If the current rectangle is bigger than the image, we then need to
        # create two child nodes, and insert the image in the first one
        self.child[0] = Node()
        self.child[1] = Node()

        width, height = img.size

        # Compute the difference in height and widht between the current
        # rectangle and image to insert in order to cut the current rectangle
        # either in vertical or horizontal and create two child nodes.
        dw = self.rect.get_width() - width
        dh = self.rect.get_height() - height

        if dw &gt;= dh:
            self.child[0].rect = Rectangle(
                self.rect.get_left(),
                self.rect.get_top(),
                self.rect.get_left() + width,
                self.rect.get_bottom())
            self.child[1].rect = Rectangle(
                self.rect.get_left() + width + 1,
                self.rect.get_top(),
                self.rect.get_right(),
                self.rect.get_bottom())
        if dw &lt; dh:
            self.child[0].rect = Rectangle(
                self.rect.get_left(),
                self.rect.get_top(),
                self.rect.get_right(),
                self.rect.get_top() + height)
            self.child[1].rect = Rectangle(
                self.rect.get_left(),
                self.rect.get_top() + height + 1,
                self.rect.get_right(),
                self.rect.get_bottom())

        # The first child is created in a way that the image always can be
        # inserted in it.
        self.child[0].insert(img, building_id)
        return self</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Node.isLeaf"><code class="name flex">
<span>def <span class="ident">isLeaf</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def isLeaf(self):
    return (self.child[0] is None and self.child[1] is None)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Node.set_tile_number"><code class="name flex">
<span>def <span class="ident">set_tile_number</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def set_tile_number(self):
    self.node_number = Node.tile_number
    Node.tile_number += 1</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Node.updateUv"><code class="name flex">
<span>def <span class="ident">updateUv</span></span>(<span>self, uvs, oldTexture, newTexture)</span>
</code></dt>
<dd>
<div class="desc"><p>:param uvs : an UV array
:param oldTexture : a pillow image, representing the old texture
associated to the uvs
:param newTexture : a pillow image, representing the new texture</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def updateUv(self, uvs, oldTexture, newTexture):
    &#34;&#34;&#34;
    :param uvs : an UV array
    :param oldTexture : a pillow image, representing the old texture
                    associated to the uvs
    :param newTexture : a pillow image, representing the new texture
    &#34;&#34;&#34;
    oldWidth, oldHeight = (oldTexture.size)
    newWidth, newHeight = (newTexture.size)

    ratioWidth = oldWidth / newWidth
    ratioHeight = oldHeight / newHeight

    offsetWidth = (self.rect.get_left() / newWidth)
    offsetHeight = (self.rect.get_top() / newHeight)

    for i in range(0, len(uvs)):
        for y in range(0, 3):
            new_u = (uvs[i][y][0] * ratioWidth) + offsetWidth
            new_v = (uvs[i][y][1] * ratioHeight) + offsetHeight
            uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
</dd>
</dl>
</dd>
<dt id="py3dtilers.Texture.Rectangle"><code class="flex name class">
<span>class <span class="ident">Rectangle</span></span>
<span>(</span><span>left, top, right, bottom)</span>
</code></dt>
<dd>
<div class="desc"><p>The class that represents a rectangle in the atlas by its position, width
and height.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Rectangle(object):
    &#34;&#34;&#34;
    The class that represents a rectangle in the atlas by its position, width
    and height.
    &#34;&#34;&#34;

    def __init__(self, left, top, right, bottom):
        self.left = left
        self.right = right
        self.top = top
        self.bottom = bottom
        self.width = right - left
        self.height = bottom - top

    def setSize(self, newWidth, newHeight):
        self.width = newWidth
        self.height = newHeight

    def get_top(self):
        return self.top

    def get_bottom(self):
        return self.bottom

    def get_right(self):
        return self.right

    def get_left(self):
        return self.left

    def get_width(self):
        return self.width

    def get_height(self):
        return self.height

    def fits(self, img):
        &#34;&#34;&#34;
        :param img: A pillow image
        :rtype boolean: Whether the image fits in the rectangle or no
                        i.e if the image is smaller than the rectangle
        &#34;&#34;&#34;
        imageWidth, imageHeight = img.size
        return imageWidth &lt;= self.width and imageHeight &lt;= self.height

    def perfect_fits(self, img):
        &#34;&#34;&#34;
        :param img: A pillow image
        :rtype boolean: Whether the image prefectly fits in the rectangle or no,
                    i.e if the image have the exact same size of the rectangle
        &#34;&#34;&#34;
        imageWidth, imageHeight = img.size
        return imageWidth == self.width and imageHeight == self.height</code></pre>
</details>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Texture.Rectangle.fits"><code class="name flex">
<span>def <span class="ident">fits</span></span>(<span>self, img)</span>
</code></dt>
<dd>
<div class="desc"><p>:param img: A pillow image
:rtype boolean: Whether the image fits in the rectangle or no
i.e if the image is smaller than the rectangle</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def fits(self, img):
    &#34;&#34;&#34;
    :param img: A pillow image
    :rtype boolean: Whether the image fits in the rectangle or no
                    i.e if the image is smaller than the rectangle
    &#34;&#34;&#34;
    imageWidth, imageHeight = img.size
    return imageWidth &lt;= self.width and imageHeight &lt;= self.height</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.get_bottom"><code class="name flex">
<span>def <span class="ident">get_bottom</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_bottom(self):
    return self.bottom</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.get_height"><code class="name flex">
<span>def <span class="ident">get_height</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_height(self):
    return self.height</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.get_left"><code class="name flex">
<span>def <span class="ident">get_left</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_left(self):
    return self.left</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.get_right"><code class="name flex">
<span>def <span class="ident">get_right</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_right(self):
    return self.right</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.get_top"><code class="name flex">
<span>def <span class="ident">get_top</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_top(self):
    return self.top</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.get_width"><code class="name flex">
<span>def <span class="ident">get_width</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_width(self):
    return self.width</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.perfect_fits"><code class="name flex">
<span>def <span class="ident">perfect_fits</span></span>(<span>self, img)</span>
</code></dt>
<dd>
<div class="desc"><p>:param img: A pillow image
:rtype boolean: Whether the image prefectly fits in the rectangle or no,
i.e if the image have the exact same size of the rectangle</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def perfect_fits(self, img):
    &#34;&#34;&#34;
    :param img: A pillow image
    :rtype boolean: Whether the image prefectly fits in the rectangle or no,
                i.e if the image have the exact same size of the rectangle
    &#34;&#34;&#34;
    imageWidth, imageHeight = img.size
    return imageWidth == self.width and imageHeight == self.height</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Rectangle.setSize"><code class="name flex">
<span>def <span class="ident">setSize</span></span>(<span>self, newWidth, newHeight)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def setSize(self, newWidth, newHeight):
    self.width = newWidth
    self.height = newHeight</code></pre>
</details>
</dd>
</dl>
</dd>
<dt id="py3dtilers.Texture.Texture"><code class="flex name class">
<span>class <span class="ident">Texture</span></span>
<span>(</span><span>image_path)</span>
</code></dt>
<dd>
<div class="desc"><p>A Texture contains a Pillow Image.
A Texture can be cropped.</p>
<p>:param image_path: path to the image (or a stream with image bytes)
Create a pillow.image:</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Texture():
    &#34;&#34;&#34;
    A Texture contains a Pillow Image.
    A Texture can be cropped.
    &#34;&#34;&#34;

    folder = None
    quality = 75  # 95 is considered the best because 100 disables some portions of jpeg compression, 1 is the worst
    compress_level = 0
    format = &#39;.jpg&#39;

    def __init__(self, image_path):
        &#34;&#34;&#34;
        :param image_path: path to the image (or a stream with image bytes)
        Create a pillow.image:
        &#34;&#34;&#34;
        self.image = Image.open(image_path)

    def get_cropped_texture_image(self, uvs):
        &#34;&#34;&#34;
        Return a part of the original image.
        The original is cropped to keep only the area defined by the UVs.
        :param uvs: the uvs
        :return: a Pillow Image
        &#34;&#34;&#34;
        image = self.cropImage(self.image, uvs)
        return image.convert(&#34;RGBA&#34;)

    def cropImage(self, image, uvs):
        &#34;&#34;&#34;
        Crop the image to keep the area defined by the uvs.
        :param image: the Pillow Image to crop.
        :param uvs: the uvs defining the area.
        :return: a Pillow Image
        &#34;&#34;&#34;
        minX = 2
        maxX = -1

        minY = 2
        maxY = -1

        texture_size = image.size
        for uv_triangle in uvs:
            for uv in uv_triangle:
                if uv[0] &lt; minX:
                    minX = uv[0]
                if uv[0] &gt; maxX:
                    maxX = uv[0]
                if uv[1] &lt; minY:
                    minY = uv[1]
                if uv[1] &gt; maxY:
                    maxY = uv[1]

        cropped_image = image.crop((minX * texture_size[0], minY * texture_size[1], maxX * texture_size[0], maxY * texture_size[1]))

        self.updateUvs(uvs, [minX, minY, maxX, maxY])
        return cropped_image

    def updateUvs(self, uvs, rect):
        &#34;&#34;&#34;
        Update the UVs to match the new ratio.
        :param uvs: the uvs
        :param rect: the area (minX, minY, maxX, maxY)
        &#34;&#34;&#34;
        offsetX = rect[0]
        offsetY = rect[1]
        if rect[2] != rect[0]:
            ratioX = 1 / (rect[2] - rect[0])
        else:
            ratioX = 1
        if rect[3] != rect[1]:
            ratioY = 1 / (rect[3] - rect[1])
        else:
            ratioY = 1

        for i in range(0, len(uvs)):
            for y in range(0, 3):
                new_u = (uvs[i][y][0] - offsetX) * ratioX
                new_v = (uvs[i][y][1] - offsetY) * ratioY
                uvs[i][y] = np.array([new_u, new_v])

    @staticmethod
    def set_texture_folder(folder):
        &#34;&#34;&#34;
        Sets the folder where the textures should be written.
        :param quality: the path to a folder
        &#34;&#34;&#34;
        Texture.folder = folder

    @staticmethod
    def set_texture_quality(quality):
        &#34;&#34;&#34;
        Sets the quality of the textures, between 1 and 100%.
        :param quality: a number between 1 and 100
        &#34;&#34;&#34;
        quality = max(1, min(quality, 100))
        Texture.quality = quality

    @staticmethod
    def set_texture_compress_level(compress_level):
        &#34;&#34;&#34;
        Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
        :param compress_level: a number between 0 and 9
        &#34;&#34;&#34;
        compress_level = max(0, min(compress_level, 9))
        Texture.compress_level = compress_level

    @staticmethod
    def set_texture_format(format):
        &#34;&#34;&#34;
        Sets the image file format (PNG or JPEG).
        :param format: a format as string
        &#34;&#34;&#34;
        Texture.format = &#39;.&#39; + format</code></pre>
</details>
<h3>Class variables</h3>
<dl>
<dt id="py3dtilers.Texture.Texture.compress_level"><code class="name">var <span class="ident">compress_level</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt id="py3dtilers.Texture.Texture.folder"><code class="name">var <span class="ident">folder</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt id="py3dtilers.Texture.Texture.format"><code class="name">var <span class="ident">format</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
<dt id="py3dtilers.Texture.Texture.quality"><code class="name">var <span class="ident">quality</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
</dl>
<h3>Static methods</h3>
<dl>
<dt id="py3dtilers.Texture.Texture.set_texture_compress_level"><code class="name flex">
<span>def <span class="ident">set_texture_compress_level</span></span>(<span>compress_level)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
:param compress_level: a number between 0 and 9</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_compress_level(compress_level):
    &#34;&#34;&#34;
    Sets the compression level of the textures, between 0 and 9. 0 is no compression, 9 is maximum compression.
    :param compress_level: a number between 0 and 9
    &#34;&#34;&#34;
    compress_level = max(0, min(compress_level, 9))
    Texture.compress_level = compress_level</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Texture.set_texture_folder"><code class="name flex">
<span>def <span class="ident">set_texture_folder</span></span>(<span>folder)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the folder where the textures should be written.
:param quality: the path to a folder</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_folder(folder):
    &#34;&#34;&#34;
    Sets the folder where the textures should be written.
    :param quality: the path to a folder
    &#34;&#34;&#34;
    Texture.folder = folder</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Texture.set_texture_format"><code class="name flex">
<span>def <span class="ident">set_texture_format</span></span>(<span>format)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the image file format (PNG or JPEG).
:param format: a format as string</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_format(format):
    &#34;&#34;&#34;
    Sets the image file format (PNG or JPEG).
    :param format: a format as string
    &#34;&#34;&#34;
    Texture.format = &#39;.&#39; + format</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Texture.set_texture_quality"><code class="name flex">
<span>def <span class="ident">set_texture_quality</span></span>(<span>quality)</span>
</code></dt>
<dd>
<div class="desc"><p>Sets the quality of the textures, between 1 and 100%.
:param quality: a number between 1 and 100</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def set_texture_quality(quality):
    &#34;&#34;&#34;
    Sets the quality of the textures, between 1 and 100%.
    :param quality: a number between 1 and 100
    &#34;&#34;&#34;
    quality = max(1, min(quality, 100))
    Texture.quality = quality</code></pre>
</details>
</dd>
</dl>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Texture.Texture.cropImage"><code class="name flex">
<span>def <span class="ident">cropImage</span></span>(<span>self, image, uvs)</span>
</code></dt>
<dd>
<div class="desc"><p>Crop the image to keep the area defined by the uvs.
:param image: the Pillow Image to crop.
:param uvs: the uvs defining the area.
:return: a Pillow Image</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def cropImage(self, image, uvs):
    &#34;&#34;&#34;
    Crop the image to keep the area defined by the uvs.
    :param image: the Pillow Image to crop.
    :param uvs: the uvs defining the area.
    :return: a Pillow Image
    &#34;&#34;&#34;
    minX = 2
    maxX = -1

    minY = 2
    maxY = -1

    texture_size = image.size
    for uv_triangle in uvs:
        for uv in uv_triangle:
            if uv[0] &lt; minX:
                minX = uv[0]
            if uv[0] &gt; maxX:
                maxX = uv[0]
            if uv[1] &lt; minY:
                minY = uv[1]
            if uv[1] &gt; maxY:
                maxY = uv[1]

    cropped_image = image.crop((minX * texture_size[0], minY * texture_size[1], maxX * texture_size[0], maxY * texture_size[1]))

    self.updateUvs(uvs, [minX, minY, maxX, maxY])
    return cropped_image</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Texture.get_cropped_texture_image"><code class="name flex">
<span>def <span class="ident">get_cropped_texture_image</span></span>(<span>self, uvs)</span>
</code></dt>
<dd>
<div class="desc"><p>Return a part of the original image.
The original is cropped to keep only the area defined by the UVs.
:param uvs: the uvs
:return: a Pillow Image</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_cropped_texture_image(self, uvs):
    &#34;&#34;&#34;
    Return a part of the original image.
    The original is cropped to keep only the area defined by the UVs.
    :param uvs: the uvs
    :return: a Pillow Image
    &#34;&#34;&#34;
    image = self.cropImage(self.image, uvs)
    return image.convert(&#34;RGBA&#34;)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.Texture.updateUvs"><code class="name flex">
<span>def <span class="ident">updateUvs</span></span>(<span>self, uvs, rect)</span>
</code></dt>
<dd>
<div class="desc"><p>Update the UVs to match the new ratio.
:param uvs: the uvs
:param rect: the area (minX, minY, maxX, maxY)</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def updateUvs(self, uvs, rect):
    &#34;&#34;&#34;
    Update the UVs to match the new ratio.
    :param uvs: the uvs
    :param rect: the area (minX, minY, maxX, maxY)
    &#34;&#34;&#34;
    offsetX = rect[0]
    offsetY = rect[1]
    if rect[2] != rect[0]:
        ratioX = 1 / (rect[2] - rect[0])
    else:
        ratioX = 1
    if rect[3] != rect[1]:
        ratioY = 1 / (rect[3] - rect[1])
    else:
        ratioY = 1

    for i in range(0, len(uvs)):
        for y in range(0, 3):
            new_u = (uvs[i][y][0] - offsetX) * ratioX
            new_v = (uvs[i][y][1] - offsetY) * ratioY
            uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
</dd>
</dl>
</dd>
</dl>
</section>
</article>
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<h1>Index</h1>
<div class="toc">
<ul></ul>
</div>
<ul id="index">
<li><h3>Super-module</h3>
<ul>
<li><code><a title="py3dtilers" href="../index.html">py3dtilers</a></code></li>
</ul>
</li>
<li><h3><a href="#header-submodules">Sub-modules</a></h3>
<ul>
<li><code><a title="py3dtilers.Texture.atlas" href="atlas.html">py3dtilers.Texture.atlas</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node" href="atlas_node.html">py3dtilers.Texture.atlas_node</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_rectangle" href="atlas_rectangle.html">py3dtilers.Texture.atlas_rectangle</a></code></li>
<li><code><a title="py3dtilers.Texture.texture" href="texture.html">py3dtilers.Texture.texture</a></code></li>
</ul>
</li>
<li><h3><a href="#header-classes">Classes</a></h3>
<ul>
<li>
<h4><code><a title="py3dtilers.Texture.Atlas" href="#py3dtilers.Texture.Atlas">Atlas</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.Texture.Atlas.computeArea" href="#py3dtilers.Texture.Atlas.computeArea">computeArea</a></code></li>
<li><code><a title="py3dtilers.Texture.Atlas.computeAtlasTree" href="#py3dtilers.Texture.Atlas.computeAtlasTree">computeAtlasTree</a></code></li>
<li><code><a title="py3dtilers.Texture.Atlas.multipleOf2" href="#py3dtilers.Texture.Atlas.multipleOf2">multipleOf2</a></code></li>
</ul>
</li>
<li>
<h4><code><a title="py3dtilers.Texture.Node" href="#py3dtilers.Texture.Node">Node</a></code></h4>
<ul class="two-column">
<li><code><a title="py3dtilers.Texture.Node.createAtlasImage" href="#py3dtilers.Texture.Node.createAtlasImage">createAtlasImage</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.fillAtlasImage" href="#py3dtilers.Texture.Node.fillAtlasImage">fillAtlasImage</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.get_tile_number" href="#py3dtilers.Texture.Node.get_tile_number">get_tile_number</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.insert" href="#py3dtilers.Texture.Node.insert">insert</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.isLeaf" href="#py3dtilers.Texture.Node.isLeaf">isLeaf</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.set_tile_number" href="#py3dtilers.Texture.Node.set_tile_number">set_tile_number</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.tile_number" href="#py3dtilers.Texture.Node.tile_number">tile_number</a></code></li>
<li><code><a title="py3dtilers.Texture.Node.updateUv" href="#py3dtilers.Texture.Node.updateUv">updateUv</a></code></li>
</ul>
</li>
<li>
<h4><code><a title="py3dtilers.Texture.Rectangle" href="#py3dtilers.Texture.Rectangle">Rectangle</a></code></h4>
<ul class="two-column">
<li><code><a title="py3dtilers.Texture.Rectangle.fits" href="#py3dtilers.Texture.Rectangle.fits">fits</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.get_bottom" href="#py3dtilers.Texture.Rectangle.get_bottom">get_bottom</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.get_height" href="#py3dtilers.Texture.Rectangle.get_height">get_height</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.get_left" href="#py3dtilers.Texture.Rectangle.get_left">get_left</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.get_right" href="#py3dtilers.Texture.Rectangle.get_right">get_right</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.get_top" href="#py3dtilers.Texture.Rectangle.get_top">get_top</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.get_width" href="#py3dtilers.Texture.Rectangle.get_width">get_width</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.perfect_fits" href="#py3dtilers.Texture.Rectangle.perfect_fits">perfect_fits</a></code></li>
<li><code><a title="py3dtilers.Texture.Rectangle.setSize" href="#py3dtilers.Texture.Rectangle.setSize">setSize</a></code></li>
</ul>
</li>
<li>
<h4><code><a title="py3dtilers.Texture.Texture" href="#py3dtilers.Texture.Texture">Texture</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.Texture.Texture.compress_level" href="#py3dtilers.Texture.Texture.compress_level">compress_level</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.cropImage" href="#py3dtilers.Texture.Texture.cropImage">cropImage</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.folder" href="#py3dtilers.Texture.Texture.folder">folder</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.format" href="#py3dtilers.Texture.Texture.format">format</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.get_cropped_texture_image" href="#py3dtilers.Texture.Texture.get_cropped_texture_image">get_cropped_texture_image</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.quality" href="#py3dtilers.Texture.Texture.quality">quality</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.set_texture_compress_level" href="#py3dtilers.Texture.Texture.set_texture_compress_level">set_texture_compress_level</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.set_texture_folder" href="#py3dtilers.Texture.Texture.set_texture_folder">set_texture_folder</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.set_texture_format" href="#py3dtilers.Texture.Texture.set_texture_format">set_texture_format</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.set_texture_quality" href="#py3dtilers.Texture.Texture.set_texture_quality">set_texture_quality</a></code></li>
<li><code><a title="py3dtilers.Texture.Texture.updateUvs" href="#py3dtilers.Texture.Texture.updateUvs">updateUvs</a></code></li>
</ul>
</li>
</ul>
</li>
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